READ: THIS IS A W-I-P Mod. Expect Bugs, Glitches and Crashes. Install at your own Risk.IF YOU ARE A NEWLY REGISTERED USER, YOUR MESSAGES ARE HIDDEN!. YOU EITHER HAVE TO PM ME OR CONTACT ME ON STEAM | ALTERNATIVELY YOU CAN CONTACT ME ON MODDB ALSOTHIS POST IS SEVERELY OUTDATED, AND THERE IS NO OFFICIAL "UP-TO-DATE" POST AVAILABLE. I will be eventually completely revamping this post and making it a bit more fresh.-=[Introduction]=-

This Mod has some new Content, besides it also Includes the Fleet Mod from Nanaki and Goblin Wizard's Motherships Mod, and also Trucidations Missiles Mod.

But it also Contains stuff from StarRover's Website, Like their Engine Update & GUI Patch, Retrospection, or also Orion.

=[Content & Planned]=- *Outdated, needs to be Updated.

The Mod has the following stuff:
-Autosaves, highly configurable, saves game every X Seconds, Minutes or Hours.
-Conflict Events 2 - Low Chance to spawn 2 factions battleing each other inside current System.
-Custom Missions, can be Activated at Maintance Stations
-Escorts that can be Bought
-Content from StarRover's Engine Update(Including AI Enhancements)
-Includes the GUI Update Mod by Valv_Id (StarRover)
-New Events, these events Work together with the New Missions, especially the Escort ones. (Work in Progress, but Playable)
-New Modules.
-New Ships!
-New Bigships
-New Buyable Motherships(at Goblin Wizard's Maintance Stations Mothership Buy Menu)
-New Systems
-EVE Ships (Currently 2, almost 3 ;-;, Beware: They are Extremely OP and should only be Bought End-Game)
-Hyperjumps! (will be Deactivated in the future on Custom Active Quests)
-WIP, But Included: Star Wolves 2 Systems. (Its currently impossible to go there, but its still on my ToDo list to add them all, they aren't connected directly but, theres one System which seperates these 2 Universes)
-Bugs...
-Mod Menu Perk, that the Hero gets in an New Game. Also can be got from the Compatibility Options Menu at an Maintance Station (If playing on an older save-file)
-Bank System (A Way to Basically get Income every few Jumps or so/ You can also Upgrade your Income)
-Increased Max.Ship size of Random Contacts to somewhere around 5 - 9
-Basebuilding (Experimental): Press N to get to the menu.
-An sub-faction named "The Elite-Templars", they have Kickass Ships & Weapons, they are also going to have their own systems in the future. [Visit charon for a surprise]
-Market Caravans, they roam around in systems and set-up a Shop location for a few minutes before leaving again.
-New Alien Faction named "Trizz'chek", can be found in Tesla, or in the border systems.

Future stuffs
-Gate Blockades (Dynamic, WIP but development is slow on this one)
-AI Agents, which basically are CPU-Players, they will have their Mothership and everything
-Ore Convertings -BEWARE: HIGHLY WIP- (Shoot Asteroids that will drop Ores. These can be Converted to other Stuff that makes even More Money when Sold.)
[Info: The Basebuilding will have an huge impact on what the Player can and will do, many things will be possible when a player has build his Base, he can basically be his own Faction with the capabilities he will have -
of course it will take a long time to accomplish all features, but it will be definitely worth it once I get it finished]
-Prison Fleets (These Escort an Highly valuable Pirate, Corporate, or normal Lawbreaker to an Prison Station, Basic Idea from: RT2
[Planned Systems: Not yet Planned]
-More Systems
-More Weapons
-More Modules
-More Custom Quests
-An "Infinite Game" Mode, where you can Replay the game as often as you want!, and you keep ALL of your Stuff too!, MSSwitchBlock is playing a huge part in code already for this, but I still need to add something like an PilotRepBlock which lets you keep your Crew after Restart and doesn't let the Story add you any more, ever.

-Probably some other Features that didn't got listed on here. oh well.

Game Version 1.12 (Pirated or Steam/Retail)
The SW3.Expansion Functions Library (Included)

-=[Warning]=-

Be aware that this Mod is WIP, and it may or may not Break your game, your savefile, or other stuff, if something like that would happen, feel free to ask for help, but I can't promise you that I can save your savefile.

AND also be aware that this game uses an modified executable, it is an cracked and slightly modified one to work better with the mod.

If you still don't want to use this custom exe, go modify your own one for yourself, I suggest using an Hex Editor, such as the "Hex-Editor MX"
The String you're looking for would be "Data\Scripts\MapInitialization.script" and replace it with "Data\MapInitialization.script", replace the remaining part of the string with 00's

-=[Changelog]=-

-: SW3.Expansion 0.6.1.9P2 RC4 :-

Code:

Includes every Hotfix up to #14v3.
GENERAL:
-Updated AddonLoader with up-to-date version.
-Fixed Random Contacts
New Game Required: No.

-=[Known Bugs]=-

*Stuck on Custom Mission: Patrol Mission to XB19: Avoid the Mission for the time being, you CAN play the first part of the mission, but do not enter the second part.
*The Sternschnuppe System crashes: Avoid the System for the time being.
*Game stops / storyline softlocks with "Free-time" or similiar: Please provide me your 2 latest savefiles BEFORE you enter a System where you are "stuck", or alternatively before you enter the "free-time" state. A Logfile link would also be appreciated.

Q: Why are you developing so much on a Dead Game?
A: I take it as an Excercise and Challange for myself, its also an great chance to improve my Skills in all things Modding(Coding, Modelling, Texturing, all that kind of stuff , and most importantly: Its much Fun!)

Q: Does this work on Game versions prior to 1.12?
A: It might, I can't say for sure, but backup your game before trying it out.

Q: I Can't install this Mod!
A: Please try to actually explain on what you have done and how you have done it, in most cases the Batch file will handle all problems, but sometimes theres just bad luck, if you can't install the mod via normal means, write on how and where you installed the mod, and also tell me if theres an MapInitalization in your Data\ folder, If there isn't one, you have installed the mod wrongly/or the batch messed up

Q: Instructions?
A: At the bottom of this Post.

Q: Can I help you develop the Mod?
A: Sure, PM me, just try to tell me on what you can do best, or be happy with.

Q: Can I use this Mod in another Mod?
A: Go for it, at the end we need to Support our Community and help each other as best we can, All we need now is being whiny about Mod ownership. but... shh... credit me plz and the peope in this mod compilation.

Q: I have installed this Mod and it broke my Game! What do?
A: Tell me exactly what and how you installed the mod, paths, location of the MapInitialization.script file, and most importantly the .log file

Q: I have a Question which was not Answered by this FAQ, what do?
A: Ask.

Q: I have discovered A Bug/Error with this Mod, what do?
A: Tell me in which system you are in, post the contents of the LOGfile.txt file in pastebin or such as attaching it in your post, and also supplying your (2)! latest save files.

Q: I don't like an Feature of this Mod and would like it to be Removed, what do?
A: Feel free to express your honest opinion on this Mod and its Content, if you want something removed you should post some Arguments explaining Why and such.

Q: I want to use the Function X to do Z, how?
A: Also feel free to ask me How certain functions work in my Mod and I will try to explain it as best as possible.

Q: Can I make a Plugin for this Mod?
A: Sure, go for it,
Note: Plugins are certain mini-scripts which can/should be able to be imported easly only via Functions into other mods, and change some small or other stuff in it. Plugins should always be in the @Plugins folder, and integrated via one of the Mod's Init files.

And, now I`ve got a problem with the last part to return the ship back to the station ( after delivering goods to Copernicus station). Whenever I come near the station and those attackers appear, my mothership gets destroyed.

I was wondering, is this how the Mothership is supposed to look ( just so that I know I have installed it right, my Video settings are little lower so it does not look great as it should be )?

Well, I guess it looks kinda blurry because of the graphical settings, but it should look like that, but heres be aware that this Ship shouldn't be used as of yet, since it has many missing Collisionspheres, because of that only few ships will be able to hit it, and the GUI-Slots aren't Ready for this ship as of yet.

Quote:

This is the image (in a Trade station) of a Shield booster for Mothership

There was a message about a successful switch of ships in Gredos system when I got a mission to transfer goods to Copernicus station in a new ship.

I recommend replaying to the gredos part with the original tug ship the game gives you, since the MSSWitchBlock seems to mess something up there, until its fixed I recommend playing the Vanilla ships until you get to a part where you have much time before a new Mothership change by the Story.
btw: Did you had the Freedomkiller Blocker turned on?, if not try it again with it, It blocks many of Star Wolves Self-proclaimed "Freedom-Killers" which simply blow up the Ship.

Thanks for this very useful Bugreport mate, and praise the logfile, it also told me about other stuff which makes errors (Including a thing which massacres the performance)

I will have the fix ready very soon, but the thing with the MSSwitchBlock is kinda tricky, we'll see about that.

Mostly Bugfixing & Balancing Stuff.
+Fixed (I hope atleast) all of the missing Textures, because of that the Archive size had an huge increase.

Note: I did not fix the Msswitchblock bug as of now, so beware to use the vanilla ships until you get the Licensed Arba at Elio/or (not sure) the Pirate Arba at Achilles, but I would recommend sticking to vanilla motherships until you get the licensed Arba.

Thats strange, the toggle button should actually really work, I recently played through the Campaign to the New Kyoto ending, could I ask from which Menu you have tried to toggle?, the Hero's Mod Menu or at an Maintance Station?

They should both work actually, but would you post the log file of this event?, and did nothing occur after you left the Menu?, there should be an Screenmessage telling you about the Block Toggle.

--

It should really work because the code is there, you may look at file "Addons\@SW3.Expansion\sw3_expansion_StoryShipBloc k.lua" and search for the function "SW3EXP_Story_MSSwitch_Toggle()", its in both of the Menu's toggle buttons, search for it in the DialogGW.xml and DialogCS.xml, they should be there, if not, theres something very wrong.

Eitherway, thank you for telling me, im still gonna check the Function in a bit more in-depth matter.